I'm about to release a v2.0 of this system through the Unity3D asset store. I'm curious what functionality people are still looking for, or functionality that people have added that must be in a new system.

Currently I've added updates like:

- An item editor window to add items and edit their attributes in edit-time.- - No parsing text files from external sources.- LootableObject based loot tables that are both fully editable and prefabbable.- - Multiple loot tables per object supported for organization and clarity.- - No need for one long annoying set of centralized loot tables as was temped in 1.0.- Instantiating objects removed from the inventory back into the game world.- Developer ready "Use Item" methods for using consumable items (potions, etc.).- Developer ready access to the items equipped for character instantiation.- Accounting for stat bouses on equipped items when items are equipped and removed.- Optionally Destroy lootable objects when empty.- - With an optional fade out before destroying check box.- Generally cleaner and quicker.- More things that I can't think of at the moment...

There will be a full set of tutorial videos on setting up and working with the system.The code will be available in both JS and C#.The code will be annotated and understandable.

In addition - a set of temp icons, a chest model, sprites, textures and other items will be distributed with the demo-project.

In the future, there could be a companion "quest" system that interfaces with the items in the inventory.

At this point, it supports everything seen in the Sneak Peek video - including instantiation and fading, multiple loot tables, de-centralized spawning and even some bells and whistles like an Inventory Item Editor:http://grab.by/91qi

Features in the pipe include multiple bags and stacking, which I have partially implemented in an internal version, but I wanted to get the base system out to folks as soon as possible.

The package will also include some models, textures, animations and icons... just to get the new user up and running.

I've removed this system from the Asset Store, as my internal version is far more advanced than the one languishing at UTHQ.

I'll resubmit once I have everything in sync, and I've updated the JS version to match the more advanced C# working project.

New Features include:

- Lootable Items in addition to Lootable Objects to make the management of looting and picking up single items easier.- Hooks for animation and we've included an animated lootable chest.- Support for multiple bags.- And more.

Things I know about:- The drag-delta seems a bit finicky and fragile. I need to make this more robust.

Things you can do:Left Clicking will cause primary functionality: Click a Lootable Item (Chest) to loot it. Click an item in the loot window to loot the item. Click an item in the inventory window to equip or use the item. Click an item in the character window to un-equip the item.

Right Clicking will cause general destruction/cancel functionality: When dragging, Rt Clicks will cancel the drag. When not dragging, Rt Clicks will prompt a removal query

Dragging will pick up icons: Depending upon the drop-target an item will be accepted or rejected by the drop-target. Dropping on another icon, if compatible, will swap it. Dropping on an empty and invalid drop zone (eg: the world) will prompt a removal query.

In General:Bags are movable and swappableBags can be unequipped or destroyed if they are empty..Removed items, if set up to do so (Potions, Swords, Dagger), will be re-instantiated in the game.

Things to come in an update (which will be free):Stores/Vendors, Better Searching within the Inventory Item Editor, Stacking, Rt-clicking an Inventory Object on a bag will simply put it in the first available slot, option for Individual Windows for each Bag and more.

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Just to be ABSOLUTELY clear:

This system's Look and Feel are fully customizable using either GUISkins from Unity or the Developer's own artwork.

The demo of Inventory Manager uses the Default Unity GUISkin, Default Unity Font and Sample Icons (included with the system).

The current demo is deliberately left as neutral as possible so that it only displays functionality, not in-game style, which I've kept free for you to do.